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Missile Silo, EMP Cannon and Tiberium Waste Facility
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VW 2
Cyborg Soldier


Joined: 28 Sep 2008
Location: Denmark

PostPosted: Mon Nov 10, 2008 6:27 pm    Post subject:  Missile Silo, EMP Cannon and Tiberium Waste Facility Reply with quote  Mark this post and the followings unread

How is it possible to make working clones of these?

I tried with the Missile silo but the Cluster Missile wont fire from the Silo. Im afraid im also gonna get this problem with the other buildings.

By working i mean that the Superweapon actually comes out from that building instead of just nothing happening.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Tue Nov 11, 2008 9:23 am    Post subject: Reply with quote  Mark this post and the followings unread

NukeSilo=yes and SuperWeapon= are the keys you want.
They're pretty much self explanatory.

Unless of course you mean multiple superweapons, in that case I don't know, because I haven't done much Superweapon editing.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Nov 11, 2008 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

NukeSilo=yes works only on one building.
Clones of the Superweapons are not, or at least not with many tweaks possible. Check out the research forum, where you can find some topics about new superweapons.

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VW 2
Cyborg Soldier


Joined: 28 Sep 2008
Location: Denmark

PostPosted: Tue Nov 11, 2008 12:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok.. thanks for the help though.

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Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Fri Nov 28, 2008 3:54 am    Post subject: Reply with quote  Mark this post and the followings unread

What about ETS? That lends itself to new superweapons.

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Sun Nov 30, 2008 4:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not everybody likes ETS... #Tongue

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Nov 30, 2008 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

For pathetic reasons im sure.

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Sun Nov 30, 2008 8:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

ETS IS parthetic.
buggier than goddamn fallout 3 last time i checked.

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VW 2
Cyborg Soldier


Joined: 28 Sep 2008
Location: Denmark

PostPosted: Mon Dec 01, 2008 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

It doesnt semm to work for me. How do i activate the SpySw and shit?

And is it possible to add working SWs?

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Anderwin
General


Joined: 16 May 2005

PostPosted: Mon Dec 01, 2008 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Mon Dec 01, 2008 4:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

VW 2 wrote:
It doesnt semm to work for me. How do i activate the SpySw and shit?

And is it possible to add working SWs?


if by add you mean the excisting +a few more then yes if you can hex edit the game.exe (which is very hard even if you are copying codes over from another [i was trying to fix the orca transport by copying codes from the demo in which the orca transport worked and it was hard but more tedious having to copy over test, try again test, etc])

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